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Messages - xanosz

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1
DSL TC Showcases / Re: xanosz's IRL Botz
« on: July 28, 2018, 08:58:01 PM »
Here's a CW, Bull Dozer.

 [ Quoting of attachment images from other messages is not allowed ]  

Disc at the rear isn't attached to a motor just an axle.
That's pretty sweet. Is the scoop on a burst or is it just static?

An HW version with a powered scoop and a rear flywheel instead of a static saw would be awesome.

The scoop is static but I like your thinking with the HW version. I'll see what I can come up with

Damn, these are some pretty damn good designs! Keep it up!

Thanks

2
DSL TC Showcases / Re: xanosz's IRL Botz
« on: July 25, 2018, 08:48:18 PM »
Here's a CW, Bull Dozer.

BullDozer.png


Disc at the rear isn't attached to a motor just an axle.

3
Discussion / Re: DSL 2.3 - Rebuilding Biohazard.
« on: July 20, 2018, 01:56:11 PM »
Here's a version that's exactly the same as the DSL 2.2 one except the chassis doesn't use the Trov glitch so it works with Med/High graphics.
https://gametechmods.com/forums/gallery/?sa=view;pic=5818

Xanosz, you legend! This'll do nicely! :mrgreen:

Do you wanna be in the Credits for DSL 2.3?

No problem and sure.

If there are any robots that you think need re-working let me know.

4
Discussion / Re: DSL 2.3 - Rebuilding Biohazard.
« on: July 18, 2018, 10:56:20 PM »
Here's a version that's exactly the same as the DSL 2.2 one except the chassis doesn't use the Trov glitch so it works with Med/High graphics.
https://gametechmods.com/forums/gallery/?sa=view;pic=5818

5
DSL TC Showcases / Re: xanosz's IRL Botz
« on: July 18, 2018, 10:51:51 PM »
Sea demon's weapon motor is just massively too exposed for my liking. I'd also suggest attempting to make the whole thing lower, this would give you a better chance of hitting flatter machines.

Cornet V. It's certainly nice, just really needs some side panels, you have all the motors exposed, even if it's just in polycarb.

Shred head. Looks fine, but Idk who'd accept a bot with Shred shells given it's a cb2 component iirc. I'd also like to see a better shot of the components.

Sea Demon can be easily lowered If I remove the side panels on and put on smaller wheels which makes the overall height of lower part a little above 20cm (extenders + armor panel on top). Problem is if I wanted to keep the pyramid shape I would have to use extenders, which makes the robot more crash-prone than it already is, or make armor panels at a lower angle which then I also have to increase the reach of the weapon. I'll probably see how it does in OW then lower it and add motor support for a future version.

Thanks for the suggestion for Comet.

This is the best shot I could get of Shred heads motors. Chassis is located in the part that sticks out in the back
 
shredheadinsides.png

6
DSL TC Showcases / xanosz's IRL Botz
« on: July 11, 2018, 09:42:12 PM »
Figured I should finally start a DSL showcase, especially since my last showcased bot was in stock and over 8 years ago  :confused:

First up my entries for the upcoming Orc Wars:

Sea Demon
 
Seademon.png

The height of the blue part is around 30cm. Powered by a 6 Mag and 4 Mag motors. Pretty stable all things considered and can self right most of the time.

Comet V
 
cometv.png

A compacted version of my Robogames 1 HW entry. NPC fasts for drive and dual perms for the weapon. Wedge isn't the greatest but c'est la vie.

And now for a robot not entered in any tournaments, Shred Head!
 
shredhead.png

A SHW with dual 6 mags and Shrederator shells. It de-weapons/KO's just about every robot I've thrown at it, so definitely OP. I like how the weapon section came out but I feel the lower section has room for improvements. It only weighs 1062.5 so plenty of weight still to play around with.

Thoughts?

7
When going to fight another robot does first chassis have collision or is it still collision-less?

8
Modifications / Re: Robot Arena 2 Mac
« on: June 10, 2016, 10:15:13 PM »
However while on the subject of mods I've had trouble implementing my own. I've found the files we're all familiar with in Contents>wineprefix>drive_c>winebottler and I can add stuff to the Components folder just fine, but the game crashes when adding to the AI or Arenas folders (have only messed with those 3 so can't really comment on any other files/folders). Do you know of any other files/folders you have to edit to get it to work properly?

Its happy enough to accept components in testing and edits to the UI...

Im yet to try any AI Packs, yet though.. the main focus has been porting the main games over first.

Let me play a little over the weekend and ill see what result I find

Let me know what specific packs your trying to install too?

I first tried a DSL 2.1 pack with additional AI teams but that failed so I went back to the standard DSL AI thinking it didn't like the change in folder size but that also crashed.

Don't know if this will help with troubleshooting but when changing the Arena folder the game crashes on startup, whereas changing the AI folder only crashes when going to fight an opponent.

9
Modifications / Re: Robot Arena 2 Mac
« on: June 10, 2016, 12:13:52 AM »
Just wanted to say this is great and I have yet to experience any major issue.

However while on the subject of mods I've had trouble implementing my own. I've found the files we're all familiar with in Contents>wineprefix>drive_c>winebottler and I can add stuff to the Components folder just fine, but the game crashes when adding to the AI or Arenas folders (have only messed with those 3 so can't really comment on any other files/folders). Do you know of any other files/folders you have to edit to get it to work properly?

10
Discussion / Re: Robot Arena 3!
« on: March 25, 2016, 01:50:40 AM »
IMO the only DLC I could see them justifying is officially licensed Battlebots/Robot Wars replicas but even that's  pushing it.

11
Discussion / Re: Robot Arena 3!
« on: March 15, 2016, 11:30:46 PM »
Seeing how their reusing the same components id be interesting see if custom RA2 components are compatible with the new game.

12
Modifications / Re: Robot Wars RA2 - OFFICIAL MOD
« on: September 20, 2015, 07:15:06 PM »
Just wanted to say a job well done to everyone on the dev team for creating a excellent mod. I did notice though that the AI for Iron Awe 5 doesn't want to flip other robots so you probably want to fix that in the next update.

13
Real Robotics Discussion / Re: BattleBots 2015 Discussion
« on: July 20, 2015, 12:24:04 AM »
Definitely the best episode of the series so far


14
Modifications / Re: BattleBots 2014 Mod/AI Pack
« on: May 12, 2015, 07:01:39 PM »
You forgot to add drive to your Turbo replica but other than that everything looks good.

15
Real Robotics Discussion / Re: battlebots is coming back
« on: May 11, 2015, 10:21:01 PM »
Anybody know how many teams in total are supposed to be competing (32?, 64?, more?)

16
Modifications / Re: BattleBots 2014 Mod/AI Pack
« on: July 24, 2014, 07:45:48 PM »
The patches fixed Mauler and Odin II but the others still crash.
Backlash is missing "Copy of Vlad Piece.txt"
Doom of Babylon is missing "razerdamage.txt"
Mechavore is missing "nightmareastro.txt"
Probe is missing "carefreewheel.txt"
Ginsu also crashes and is missing "chickenmotor.txt"
They could be missing more but those are the ones I've found.

17
Modifications / Re: BattleBots 2014 Mod/AI Pack
« on: July 21, 2014, 10:00:18 PM »
Hey Doom of Babylon, Mauler, Mechavore, Odin, The Probe and Backlash (even with the fix) all crash my game but the rest work and look pretty good so good job on those.

18
Tournament Archives / Re: The Great Round Robin 2 IRL - Signups
« on: July 21, 2014, 09:42:23 PM »
Hey man just sent my entry now.

19
This is after battlebots had already ended but here is a video of Abbatoir actually fighting:

20
Real Robotics Discussion / Re: USATL 2014
« on: May 08, 2014, 07:10:31 PM »
Nice to finally see a HW other than Original Sin, Last Rites or Sewer Snake win a competition. Too bad Shrederator didn't have a better showing, you'd think after nearly 10 years since their last fight they would have fixed most of the issues.

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